// weapon switching impulses
if(self.deadflag == DEAD_NO)
W_NextWeaponOnImpulse(imp);
- else
- self.impulse = imp; // retry in next frame
+ //else
+ // self.impulse = imp; // retry in next frame
}
else if(imp >= 10 && imp <= 20)
{
switch(imp)
{
case 10:
- W_NextWeapon (0);
+ W_NextWeapon(0);
break;
case 11:
W_LastWeapon();
break;
case 12:
- W_PreviousWeapon (0);
+ W_PreviousWeapon(0);
break;
case 13:
- W_SwitchWeapon (w_getbestweapon(self));
+ W_SwitchWeapon(w_getbestweapon(self));
break;
case 14:
W_NextWeaponOnImpulse(0);
break;
case 15:
- W_NextWeapon (2);
+ W_NextWeapon(2);
break;
case 16:
- W_PreviousWeapon (2);
+ W_PreviousWeapon(2);
break;
case 17:
W_ThrowWeapon(W_CalculateProjectileVelocity(self.velocity, v_forward * 750, FALSE), '0 0 0', TRUE);
break;
case 18:
- W_NextWeapon (1);
+ W_NextWeapon(1);
break;
case 19:
- W_PreviousWeapon (1);
+ W_PreviousWeapon(1);
break;
case 20:
- W_TriggerReload ();
+ if(!forbidWeaponUse()) { WEP_ACTION(self.weapon, WR_RELOAD); }
break;
}
}
if(self.deadflag == DEAD_NO)
{
// custom order weapon cycling
- i = mod(imp, 10);
+ i = imp % 10;
m = (imp - (210 + i)); // <0 for prev, =0 for best, >0 for next
W_CycleWeapon(self.(cvar_cl_weaponpriorities[i]), m);
}